Tuesday, April 14, 2020

[Labyrinth Lord] 20-Level Gnome Class

Requirements: Strength 9, Dexterity 9
Prime Requisites: Strength and Intelligence
Attacks As: Fighter
Hit Dice: 1d6 (1d8 Advanced Edition Option)

Artist David Sutherland 
Gnomes are said to be cousins to dwarves, elves, and halflings, and share many of their idiosyncrasies while still having their own unique cultural ways. Gnomes generally dwell in hills or on mountainsides, dividing their time equally above and below ground. Their habitations often overlap with halflings, and these two races are typically very friendly, if not familial, to each other. 

Gnomes average about 3’3” to 3’6” tall, and range from slender to roly-poly, averaging 80 to 90 pounds. Gnomes typically live for 600 to 760 years.

Male gnomes have a base height of 3’6”, females 3’3”. To this (d6) 1-3 Subtract or 4-6 Add 1d4”. Male gnomes have a base weight of 90 pounds, females 80 pounds. To this (d6) 1-3 Subtract or 4-6 Add 2d6 pounds for males, 2d4 pounds for females.

Gnomes start out at 80+3d6 years of age, but, consult with your Labyrinth Lord to see if there are options to begin play older.

Age provides the following modifiers to 1st level characters:
  • Adolescent (55 to 89) -1 to Wisdom and +1 to Constitution. 
  • Adult (90 to 299)  +1 to Strength and +1 to Constitution. 
  • Middle-Aged (300 to 449) +1 to Intelligence and +1 to Wisdom.
  • Elderly (450 to 599) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom. 
  • Venerable (600 to 760) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom.

These numbers include all cumulative adjustments.

Burrow-Wise: Gnomes have a 2 in 6 (1-2 on 1d6) chance of detecting decrepit or unsafe structures above or below ground (walls, floors, ceilings, etc.), knowing current depth underground, knowing direction while underground, or noticing if passages are sloped. Gnomes must be actively searching for these abilities to function. This chance increases to 3 in 6 at 11th level, and 4 in 6 at 18th level.

Gnome Senses: Gnomes can see in the dark with Infravision up to 60’. This increases to 90’ at 6th level and 120’ at 17th level. Gnomes are attuned to illusions and phantasms; at 5th level they gain a +1 bonus to save versus illusions and phantasms. This bonus increases to +2 at 10th level, +3 at 15th, and +4 at 20th. Also beginning at 5th level, if a gnome saves against an illusion or phantasm by 4 or more than is needed to save, she gains control of the illusion or phantasm and directs it against the caster!

Hardy Folk: Gnomes are hardy beings, resistant to magic and poison, and as such they have better saving throws to defend against these effects. In addition, their small size grants them better chances to finding cover and avoiding breath attacks.

Languages: Gnomes speak their alignment language, Common, and Gnomish. They also speak Dwarvish, Goblin, Halfling, Kobold, and Orcish. At 2nd level they may communicate with burrowing animals.

Small Sized: Gnomes may not use the following weapons: battle axe, heavy crossbow, heavy flail, lance, long bow, morning star, heavy pick, pole arm, bastard sword, or two-handed sword. They may wield scimitars and long swords but must do so two-handed. At 4th level gnolls, bugbears, ogres, trolls, giants, and titans suffer a -1 penalty to hit the gnome in combat; this penalty increases to -2 at 7th level, -3 at 12th level, and -4 at 16th level.

Spellcasting: Gnomes may learn, memorize, and cast illusionist spells. Gnomes begin play with a spell book containing three 1st level spells and one 2nd level spell. Choose or roll spells from the 1st level and 2nd level illusionist spell tables. Gnomes gain new spells by finding them in scrolls, trading with other gnomes and illusionists, or through spell research. Gnomes are able to use any magic item usable by fighters, illusionists, and gnomes, and at 13th level, druids. They can use illusionist scrolls. Beginning at 3rd level gnomes may learn 1st level druid spells as though they were illusionist spells; these must be learned from another gnome or from a druid. Gnomes may learn 2nd level druid spells at 8th level and 3rd level druid spells at 13th level.

Tunnel-Rats: Gnomes may be small, but they are fierce. They are proficient with all weapons not restricted due to their size (see below). Gnomes may wear any armor; however, they cannot cast spells while wearing any armor other than padded or leather. Gnomes can use shields. At 2nd level gnomes gain a +1 bonus to hit kobolds and goblins; this bonus increases to +2 at 8th level, +3 at 14th, and +4 at 19th. At 4th level gnomes gain the ability to move silently, as per a thief, with a 2 in 6 chance of success. This chance increases to 3 in 6 at 9th level, 4 in 6 at 14th, and 5 in 6 at 18th level. The gnome can moving silently only while wearing no armor, padded armor, or leather armor.

Reaching 9th Level:  When a gnome reaches 9th level, she can build a stronghold. Gnome strongholds will be in homey forested earthen burrows or in stone-carved tunnels in rocky hill formations, and gnomes will travel from great distances to settle there. The character becomes the leader of her people and must rule them wisely and well. The gnome might also be invited to become the leader of an existing burrow or tunnel settlement.

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